Quantum Break Cutscenes Will Need to be Streamed; Pros and Cons

Okay so we know that Remedy Entertainment is going the extra mile to give us a new way of storytelling with Quantum Break. There are going too be cutscenes featuring real life actors with the likes of our very own Aidan Gillen aka Lord Petyr Baelish and the X-Men famed Shawn Ashmore alongside Patrick Heusinger.

This has a number of implications that could be regarded as good or bad based on how you weigh a good videogame. First off, this is a new take on how important (and how long) the cutscenes are.

You should know that there are at least some cutscenes – triggered by in-game Junction Points – that last for as long as 20 minutes. Now we are sure that most (not all) of the gamers do not want to spend that much time watching the conventional cutscenes, but this is not the same.

In these Junction Points, Remedy Entertainment is actually pulling in worthy content, they are employing them for character building, emotional depth and acquaintance with the game world. That can be done with 3D imagery, but honestly humans are always better at that than computer generated graphics.

These cutscenes in Quantum Break weigh in heavily on the progress of the game, they are more than what cutscenes have been in videogames in the past.

However, there is another side of every coin. In order for you to actually stop your game and watch about 20 minutes of scenes from a show, you will first need to stream them. Yes, you will need an internet connection in order to fully experience what is happening.

This, for many is not going to sit well because we have all been trying to move away from mandatory internet connections in the game for a good long time.

So where does this put Quantum Break? It plays like a dream, people say, but it is also counting a lot on the way the story is being told and not just the gameplay – which, in the opinion of many, is not that strong.

We have got an interactive, controllable story at one end which is a major upside that takes us forward in the way games are made, and on the other hand there is this departure from the conventional needs of a gamer i.e. more playing and less watching, more playing and less internet connection demands.